Friday, September 22, 2017

Hello and welcome to this week's Frightful Fridays! on the second Friday in a row. I'm doing something wrong. This week's monster is a giant ant--pretty mundane, right? Well, this ant is based on a prehistoric ant that drinks blood, has vertical mandibles, and an impaling spike. I only turned a couple of things up from the base creature, because nature(?) did most of the work for me.

I hope you enjoy the giant hell ant, and I'll see you next week (maybe on Friday again) with another monster. Thanks for reading!

Blood Drain (Ex)
A creature struck by a giant hell ant’s gore attack must succeed on a DC 20
Fortitude save or take 1d4 points of Constitution damage. If the creature is
currently suffering bleed damage, it takes a –4 on its Fortitude save. The
ant gains 5 temporary hit points if it drains blood from a victim. The save DC
is Constitution-based.

Crippling Bite (Ex)
A giant hell ant’s bite attack threatens a critical hit on a roll of 19–20.
If the ant scores a critical hit on a target, its mandibles cut deep, resulting
in a wound that causes 2d4 bleed and leaving its foe staggered for 1d4+1 rounds
from the pain dealt by the grievous wound.

Gnaw (Ex) If a
giant hell ant begins its turn with a grabbed foe, it inflicts automatic bite damage.

Gore (Ex) If a
giant hell ant succeeds at maintaining a grapple against a foe, in addition to
automatically dealing bite damage, it can attempt a gore attack against the grappled
opponent.

Giant hell ants are blood-drinking ants with powerful jaws
capable of rending flesh from bone and a porous spike filled with an anticoagulant
agent. They latch onto opponents and worry at wounds they inflict with their
terrible mandibles. While they’ve got their opponents locked in their
mandibles, they attempt to spear their victims with their spikes to induce more
blood flow. Giant hell ants are so aggressive, they continue attacking until
they drop dead.

Vampires and other intelligent, bloodsucking creatures sometimes
employ giant hell ants to harvest blood from victims, and they in turn harvest
the blood from the vermin. Undead creatures don’t register as prey for giant
hell ants, so they have no fear of suffering backfire from using the ants.

A typical giant hell ant is 10 feet in length, stands 4 feet
tall, and weighs 300 pounds. A giant hell ant colony is similar to an ordinary
ant colony, except there are only soldier ants and a single queen (which
applies the advanced and giant creature templates).

Friday, September 15, 2017

Hello and welcome to another Frightful Fridays! Thanks to the magic of missing a week, I've managed to return to Friday (at least temporarily). This edition's monster is a giant slug that is slick on the outside, and quite the opposite on its underside. It encases its prey in acidic goop and waits for the acid to dissolve its prey, so it can eat. It's absolutely delightful.

I hope you enjoy the trapper slug, and I'll see you again with another monster. Thanks for reading!

Deliquescent
Entrapment (Ex) A creature rendered helpless by a trapper slug’s entrap
attack takes 1d6 points of acid damage at the beginning of its turn. Once free,
the creature no longer takes this damage.

Protective Slime (Ex)
A trapper slug is coated in protective slime that grants it a +8 racial bonus
to CMD against grapple attempts and immunity to fire. If a spell or effect
deals 10 or more points of fire damage to the slug, it takes no damage, but it
loses it protective slime, removing its immunity to fire and bonus to CMD. A
trapper slug that spends 1 minute submerged in water replaces the slime.

Trapper slugs are aquatic slugs typically found in the depths
of lakes and along calm seashores. They typically content themselves with
feeding on fish and other waterborne fauna. However, when drought strikes or
when their sources of food go scarce, they emerge onto land to continue their hunts.
Trapper slugs possess a slimy outer coating, allowing them to escape even larger
predators. In contrast, the slime changes to a sticky substance on the slugs’ underside,
which hardens around the slugs’ prey. The slime then becomes acidic to dissolve
prey, and the slugs feed on the resulting slurry after the slime becomes brittle
and breaks apart. While unintelligent, trapper slugs are aware of the nearest
sources of water and retreat to them when they are near death (6 hp for the
typical trapper slug), so they can regenerate their slimy coating and heal
quickly in the water.

Trapper slugs typically measure 8 feet in length and weigh
at least 800 pounds. They reproduce asexually, laying their eggs in the
liquefied remains of a victim and leaving the immature slugs to fend for themselves.

Monday, September 4, 2017

Hello and welcome to another Frightful Fridays! This monster is courtesy of my friend David Mallon, who pointed out his illustration during a discussion about octopus dragons. You can find more of his art here: https://davemallon.net/. Check it out!

As for the dragon itself, I had originally planned to create a one-off, like many other draconic creatures, but then I decided it really needed a full write up with age categories. As it grows older, it sprouts more tentacles, making it a grappling machine.

I hope you enjoy the octopus dragon, and I'll see you next time with another monster. Thanks for reading!

This creature combines
the awe-inspiring presence of a terrestrial dragon with the rubbery and
tentacular nature of an octopus.

Octopus Dragon

NG dragon (water)

BASE STATISTICS

CR 5; Size Small; Hit Dice 6d12

Speed 20 ft.,
swim 60 ft.

Natural Armor +4;
Breath Weapon cloud, 2d8 cold

Str 13, Dex 18, Con 15, Int 14, Wis 14, Cha 17

ECOLOGY

Environment any
water

Organization
solitary

Treasure triple

SPECIAL ABILITIES

Aberrant Hunter (Su)
Once per day as a swift action, an adult or older octopus dragon can grant all
its natural weapons the bane
(aberrations) weapon special ability. This effect lasts for 2 rounds per age
category.

Animal Companion (Ex)
A young octopus dragon gains an octopus as an animal companion as if it were a
druid equal to its caster level.

Cephalopod Speaker
(Su) An octopus dragon benefits from a constant speak with animals effect, but only for cephalopods.

Crush of the Deep
(Su) Once per day as a standard action, a great wyrm octopus dragon can
cause a 60-foot-radius area of water within its line of sight to greatly increase
its pressure. Creatures caught within the area at the beginning of their turn suffer
14d6 points of bludgeoning damage and are stunned (Fortitude save halves and
reduces the stunned effect to staggered). The area of intensified pressure
lasts for as long as the dragon concentrates on it plus 10 rounds after its
stops concentrating.

Fast Swimmer (Ex)
A juvenile octopus dragon increases its swim speed by 30 feet. When the dragon
increases its size category, its swim speed increases by a further 30 feet.

Inky Breath (Su) A
very young or older octopus dragon’s breath weapon creates a cloud of ink. In
addition to the cold damage it inflicts, the cloud acts as an area of darkness for 1 round. The duration
increases by 1 round per additional age category beyond very young, and the
octopus dragon can use a move action to move the cloud 60 feet. The cloud deals
no additional damage beyond the initial effect. When an octopus dragon reaches
the adult age category, the cloud acts as an area of deeper darkness, and it can move the cloud as a free action. The
dragon is unaffected by the darkness
or deeper darkness created by its
inky breath.

Land Walker (Ex)
A young adult octopus dragon becomes more comfortable on land and increases its
base speed by 10 feet. For every increase in size category, its base speed
increases by a further 10 feet.

Multi-Grab (Ex)
An old or older octopus dragon can grapple multiple opponents with its
tentacles. Instead of the –20 penalty on its CMB check to make and maintain the
grapple to avoid gaining the grappled condition, it takes a –5
penalty per target grappled. To use this ability, the dragon must grapple
opponents at least one size category smaller than itself.

Spells (Sp) An
octopus dragon casts spells as a druid with the indicated caster level. It uses
Wisdom as its spellcasting ability score.

Watery Ally (Sp)
Once per day, an ancient or older forest dragon can summon a greater water
elemental. The caster level for this effect is the same as the dragon’s caster
level.

Ancient foes to aboleths and other underwater abominations, octopus
dragons were nearly driven to extinction before retreating to the Plane of Water.
There they regrew their numbers and allied themselves with native water
elementals. When they returned, they began their war with the aboleths anew,
but this time they have learned not to make a frontal assault. When they can, they
use water elemental allies to soften up their foes, and they have taken to
asking for return favors from creatures they have rescued from watery doom. While
they have taken care not to become as deceitful as their major antagonists,
their unquestioning benevolence now potentially comes with a price, especially for
those who have proven themselves adept in other areas.

Sunday, September 3, 2017

Hello and welcome to a new feature on the blog! I plan to convert monsters that make sense to transfer to the Starfinder Roleplaying Game, and the jewel caterpillar seemed like the best candidate to kick this off (because lasers).

I'll be back tomorrow with another monster for the Pathfinder Roleplaying Game. Thanks for reading!

Consume Gem (Ex)
As a full action, a jewel caterpillar can destroy a gem it touches. When it
does so, it heals an amount of hit points equal to 1/10 the gem’s value in
credits. A magic gem receives a Reflex save (DC 15) to avoid destruction.

Energy Ray (Ex) A
jewel caterpillar can fire an energy ray that deals 3d6 points of damage of a
chosen energy type (acid, cold, electricity, or fire). Once it fires an energy
ray, it must wait 1 round before it can fire another energy ray. During this
delay, it changes color to match the type of energy damage it will deal on its
next attack (acid—green, cold—blue, electricity—yellow, fire—red). The ray has
a 40-foot range increment.

Fade Out (Ex) As
a swift action, a jewel caterpillar can make itself translucent or return to
its fully visible state. This grants it partial concealment (20% miss chance)
and a +8 racial bonus on Stealth checks. While translucent, the caterpillar
cannot use its energy ray.

Spines (Ex) Any
creature attacking a jewel caterpillar with natural weapons or an unarmed
strike takes 1d2 points of piercing damage and is subject to the caterpillar’s
poison. A creature that grapples a jewel caterpillar takes 1d4 points of
piercing damage each round it does so.

Monday, August 28, 2017

Hello and welcome to another Frightful Fridays! (where it's Friday somewhere in the multiverse) This edition's monster is just a caterpillar...which happens to eat gems as its main source of food. So, if that gem of brightness is causing problems, chuck one or two of these, or an entire swarm, at the party. It's too adorable to stay mad at for long.

I hope you enjoy the jewel caterpillar, and I'll be back again soon with another monster. Thanks for reading!

Consume Gem (Ex) As
a full round action, a jewel caterpillar can destroy a gem it touches. When it
does so, it heals an amount of hit points equal to 1/10 the gem’s gp value. A
magic gem receives a Reflex save (DC 15) to avoid destruction. The save DC is
Constitution-based.

Energy Ray (Ex) A
jewel caterpillar can fire an energy ray that deals 3d6 points of damage of a
chosen energy type (acid, cold, electricity, or fire). Once it fires an energy ray,
it must wait 1 round before it can fire another energy ray. During this delay,
it changes color to match the type of energy damage it will deal on its next
attack (acid—green, cold—blue, electricity—yellow, fire—red). The ray has a
40-foot range increment.

Fade Out (Ex) As a
swift action, a jewel caterpillar can make itself translucent or return to its
fully visible state. This grants it partial concealment (20% miss chance) and a
+8 racial bonus on Stealth checks. While translucent, the caterpillar cannot
use its energy ray.

Gem Sense (Su) A
jewel caterpillar can sense the presence of gems within 60 feet as if using the
scent ability.

Spines (Ex) Any
creature attacking a jewel caterpillar with natural weapons or an unarmed
strike takes 1d2 points of piercing damage and is subject to the caterpillar’s poison.
A creature that grapples a jewel caterpillar takes 1d4 points of piercing
damage each round it does so.

--------------------

This carpet of
gem-like caterpillars glows with undulating patches of blue, green, red and
yellow.

Consume Gems (Ex)
If a caterpillar swarm begins its turn sharing a space with one or more gems or
creatures carrying gems, it can destroy a gem in each square it occupies as a
move action. Doing so heals the swarm an amount of hit points equal to 1/10 the
gem's gp value. Magic gems or gems in a creature’s possession receive a Reflex
save (DC 18) to avoid destruction. The save DC is Constitution-based.

Energy Ray (Ex) Each
round, a jewel caterpillar swarm can fire one ray of each energy type (acid,
cold, electricity, and fire). It does not incur an attack of opportunity when
using its energy rays, and it can attack with its energy rays even while
moving. Each ray has a 40-foot range increment.

Gem Sense (Su) A
jewel caterpillar swarm can sense the presence of gems within 90 feet as if
using the scent ability.

Spines (Ex) Any
creature attacking a jewel caterpillar with natural weapons or an unarmed
strike takes 1d6 points of piercing damage and is subject to the caterpillar’s poison.

Jewel caterpillars are descendants of ancient earth
elemental vermin driven from the Plane of Earth because of the creatures’
voracious appetites for minerals. The surviving caterpillars became less
ravenous as the available resources dwindled in their new homes. However, they gained
a discerning palette for precious gems, while becoming much more cunning to
allow them to obtain their favorite foods. Individual caterpillars take
advantage of their ability to sense gems, minute size, and translucence to sneak
into backpacks and other containers and devour gems they find there. When
confronted with multiple choices, they use an innate ability to appraise the
worth of the gems, so they can consume the most expensive gems and sneak away
after sating themselves. In cases where gems are scarce, jewel caterpillars
rely on their poison to transform victims into gemstone, and they then subsist
on the transmuted substance. Gemstone “constructions” of partial animals and
other creatures mark the presence of active jewel caterpillar lair.

A creature with the earth and elemental subtypes, the
Improved Familiar feat, and at least 7 levels in a spellcasting class can take
a jewel caterpillar as a familiar.

Preserving Jewel
Caterpillar Corpses

A character can harvest a jewel caterpillar corpse that did not
die from massive damage or was not reduced to twice its Constitution score
below 0. By succeeding on a DC 20 Craft (jewelry) check, a character preserves
the jewel caterpillar corpse such that it provides gp appropriate for the
caterpillar’s CR. Failing this check by less than 5 garners a reward equal to
half the gp value, while a failure by 5 or more renders the corpse worthless.
For a jewel caterpillar swarm, the DC of the Craft (jewelry) check increases by
5, but the reward for success (or a failure by less than 5) doubles.

Sunday, August 6, 2017

Hello, and welcome to another (slightly late) edition of Frightful Fridays! I have two semi-related monsters for you this time, thanks to a discussion where my friend Gregg suggested swarms. I couldn't decide between the earth elemental swarm and the air elemental swarm, so I ended up including both.

I hope you enjoy these weird swarms, and I'll see you soon with another monster. Thanks for reading!

Blinding Sand (Ex)
A creature damaged by a sandshred swarm must attempt a DC 19 Reflex save. On a
failed save, the victim is blinded for 1d4 rounds; on a successful save, the
creature is instead dazzled for 1 round. The save DC is Constitution-based.

Scouring Sand (Ex)
A creature damaged by a sandshred swarm must succeed at a DC 19 Fortitude save
or take 1d2 points of bleed damage. Bleed damage inflicted by this ability
stacks with itself. The save DC is Constitution-based.

A sandshred swarm is composed of hundreds of individual earth
elementals collected for mutual protection. The individual creatures in this
living sandstorm enjoy the feeling of flesh peeling away as they strike living
creatures. While not capable of nuanced tactics, the elementals have learned
the value of lying in wait among desert sands with which they are virtually
indistinguishable. The swarm mixes in with shifting sand to give itself
additional protection from attacks.

Evil elementalists and powerful earth elementals command
sandshred swarms and have discovered a technique to bottle the swarms up and
release them on unsuspecting victims.

Hover A supercell
swarm is treated as a Large creature for the purposes of this feat.

Multishock (Ex) A
creature damaged by a supercell swarm must succeed at a DC 21 Fortitude save, or
become staggered for 1d4 rounds. If a creature is already staggered and fails
this save, it is instead stunned for 1d4 rounds. Stunned creatures are
unaffected by this ability. The save DC is Constitution-based.

A supercell swarm results when a massive thunderstorm begins
to break up and air elementals attracted to the storm inhabit the cloud fragments.
The elementals give the storm new life and collectively attack creatures still
caught outside. They relish overwhelming the nervous systems of their victims,
but they rarely remain among such victims while other mobile targets are available.
Given a choice, a supercell swarm prefers to pursue flying creatures and knock them
out of the sky.

The unpredictable elementals resist control by other
creatures, even more powerful air elementals. Spellcasters capable of generating
severe weather can attract a supercell swarm, but are equally potential prey
for the elementals.

Monday, July 31, 2017

Hello and welcome to another edition of Frightful not-quite-so-Fridays! Work and car problems conspired against an on-time delivery last week, but I managed to rise to the challenged posed by my friend Jason to stat the redwood golem. This nature-themed golem normally takes the shape of a massive lion, but it can change shape at the whims of its creator or depending on the situation.

I hope you enjoy the redwood golem, and I'll be back again with another monster (hopefully on Friday). Thanks for reading!

Immunity to Magic
(Ex) A redwood golem is immune to any spell or spell-like ability that
allows spell resistance. In addition, certain spells and effects function
differently against a redwood golem, as noted below.

A plant
growth spell ends any slow effect on the golem and gives it the giant creature
template for 1 minute. It cannot benefit from the size increase from plant growth again for 1 hour (but the
spell will end slow effects, regardless of the time between castings). A
redwood golem gets no saving throw against plant
growth.

A blight
spell affects a redwood golem as if it were a plant creature. The golem
receives a saving throw against the spell.

A magical attack that deals electricity damage
ends any slow effect on the golem and heals 1 point of damage for each 3 points
of damage the attack would otherwise deal. If the amount of healing would cause
the golem to exceed its full normal hit points, it gains any excess as
temporary hit points. A redwood golem gets no saving throw against electricity
effects.

Reshape (Ex) A
redwood golem’s default form is that of a feline creature, as reflected in its
stat block. Three times per day as a swift action, the golem can change its
animal form or densify its exterior. If it changes animal forms, it loses its current
melee and special attacks and replaces them based on the new form. An elephantine
form grants it 2 slam attacks (+25 attack bonus, 4d8+8) and trample (4d8+12, DC
27). If it takes the form of a rhinoceros, it gains a gore attack (+25 attack
bonus, 4d8+12), powerful charge (gore, 4d8+16), and trample (4d6+12, DC 27). A
serpentine form grants it a bite attack (+26 attack bonus, 4d6+12 plus grab), and
constrict (4d6+12).

A redwood
golem choosing to densify its exterior increases its natural armor bonus by +2,
but reduces its base speed by 10 ft. These changes last for 1 hour. The golem
can choose this use of the ability more than once, but it cannot reduce its
base speed below 10 ft.

The golem
can reshape itself more than three times per day, but after the third use of
this ability, it must use a full-round action to reshape itself.

Druids (and other spellcasters allied with nature) typically
create redwood golems to guard sacred groves or especially important forests. Creators
enjoy the aesthetic of the fusion of fierce animal figures with plant material,
so they fashion most golems into a predatory or other intimidating animal. The golems
have rudimentary intelligence, which allows them to make tactical decisions in
battle and use their reshape ability and feats for maximum effectiveness. Commands
issued by the golems’ creators override the creations’ choices, however. A golem
which loses its creator usually seeks revenge on its creator’s killers before retreating
to deep woods where it continues to carry out its imperative to protect the forest.

Construction

The construction of a redwood golem requires a single redwood
tree measuring at least 30 feet in height. The wood is treated with rare herbal
solutions costing at least 40,000 gp.

Saturday, July 22, 2017

Hello, and welcome to another Frightful Fridays! I'm going to say that jet lag still makes it Friday. The family trip to Europe was awesome, and I saw a lot of great art, great architecture, and beautiful mountains and countrysides. One of the things which provided inspiration for this feature was the image below, featured on a t-shirt (one of which I now own). The krakitten just wants to play, and its targets include sailing vessels. If the vessels would just sit still, the krakitten wouldn't even notice them.

I hope you enjoy this week's monster, and I'll see you again soon with another monster. Thanks for reading!

It's adorably causing a shipwreck

This tabby kitten
towers over most seagoing vessels. It flails its paws in playful, yet deadly,
exuberance.

Cornered Rage (Ex)
A krakitten always retreats when reduced to 15 hp or fewer. However, if it
cannot retreat, it goes into a rage as a free action. It gains +2 Constitution
and +2 Strength, but takes a –2 penalty to AC. The rage lasts for 1
minute or until it can retreat, whichever is shorter. It cannot end its rage
voluntarily.

Distractible (Ex)
A krakitten takes a –4 penalty on saves against illusion spells and effects.
Additionally, pattern spells treat a krakitten as if it had 1/2 of its Hit Dice
when determining the spells’ effects.

Entangling Hairball
(Ex) If a krakitten’s hairball attack strikes a target, the target creature
must succeed on a DC 19 Reflex save or become entangled. An entangled creature
can break free of the hairball with a successful DC 19 Escape Artist check or
Strength check. A krakitten’s entangling hairball can also affect a creature if
the hairball hits the creature’s touch AC, but the affected creature receives a
+4 bonus on the Reflex save to avoid becoming entangled and the checks to break
free. The save and check DCs are Constitution-based.

Structural Damage
(Ex) A krakitten's rake ignores up to 5 points of a target object’s
hardness.

Many creatures protect their young by hiding them in
well-protected locations, safe from the predations of larger creatures. Some
young have inherent means of protection in the form of camouflage or other
natural defenses. Oftentimes, one or more of the parent creatures remain with
the young to drive off predators. In the case of at least one type of sea cat,
the sea cats deposit their eggs near a source of wild arcane energy which has
no affect on the adult creatures, but causes the immature sea cats to grow to
prodigious size as krakittens.

Krakittens are terrors of the sea lanes, but this is an
unfortunate and incidental side effect of their great size coupled with their
playfulness. Fortunately, they are clumsy and rarely land direct hits on the
objects of their attention. They are also prone to distraction and will follow
figments which capture their notice and “play” with the illusory objects until
they grow bored or finally realize the objects are not real. Dumping a load of
fish in the water also keeps them from attacking ships. Finally, when they
become severely injured, they return to their lairs where they can nurse their
wounds and recover. Maritime wisdom warns sailors not to trap an injured
krakitten, since it becomes enraged and even more destructive.

After a year, the arcane energy infusing krakittens fades,
and the creatures mature into sea cats to begin the cycle anew. Oceanic druids
have tried in vain to gain krakittens as companion creatures, but the best they
can do is lure the overgrown kittens to ships they want destroyed.

Friday, July 14, 2017

Hello and welcome to another Frightful Fridays! now with an actual trend of three monsters in a row on Friday. This week's monster is a macabre horse representing a herd of horses unjustly killed, either deliberately or through extreme negligence. So, it gets its revenge by splitting into four copies, lashing shackles around its victim's limbs and pulling its victim apart--a pretty nasty end for a nasty villain. Unfortunately, "vengeance mode" is always on for the horse, so it does this to every living creature it meets.

I hope the phantom charger proves suitably frightful for you, and I'll see you next week with another monster. Thanks for reading!

Draw and Quarter (Su)
If a creature has four ghost shackles placed on it at the beginning of the
phantom chargers’ turn, the attached horses pull in opposite directions from
each other, threatening to tear the victim apart. This acts as the phantom killer spell (DC 18), except the
killer cannot be turned upon the chargers. If the victim survives this attack,
the ghost shackles loosen from the victim. However, if the victim dies as a
result of this attack, the phantom chargers pull the victim apart and can apply
the effects of the Gory Finish feat.

Ghost Shackle (Su)
If a phantom charger successfully hits with its incorporeal touch attack either
in melee or with a ranged attack (at a maximum of 30 feet), it can attempt a free
grapple combat maneuever check. If this check is successful, it locks the
shackle around one of the target’s limbs. The charger is tethered to the victim
and gains the grappled condition. It can no longer use this ability until the
shackle is removed. The victim does not gain the grappled condition, but the
charger moves with it when it moves. To remove the shackle, remove curse or a similar spell must be
cast on the victim, treating the caster level as the charger’s HD. This is a
curse effect.

Solo Herd (Su) A
single phantom charger can take a full-round action to create an additional
three duplicates of itself. When it does so, all four chargers possess half the
originating charger’s hit points. Additionally, the four chargers incur a –2
penalty on their attack rolls. Finally, all chargers lose the fast healing
ability when split in this fashion. If one of the chargers is destroyed, the
other horses immediately remerge, and the phantom charger cannot use this
ability again until all its hit points are restored.

Strength Drain (Su)
Creatures hit by a phantom charger’s melee touch attack must succeed at a DC 20
Fortitude save or take 1d6 points of Strength drain. If the target fails its
save, the charger also gains 5 temporary hit points. The save DC is
Charisma-based.

When a herd of horses is killed in a cruel manner or through
an act of severe neglect, the terrible energies surrounding that act create a
terrible gestalt version of the dead horses which seek revenge on those
responsible for their deaths. The madness driving the implacable creature
causes it to attack any living creature it encounters, however. A phantom
charger splits into four component ghostly horses at the start of combat and
all four attack the same target, weakening it with their hooves and shackling
the victim with the fetters representing their tormented last moments. Once
four of the victim’s limbs are chained, the horses attempt to draw and quarter
it. The phantom charger repeats this process for every living creature it comes
across, until it finally kills the person or people responsible for the herd’s
death.

Friday, July 7, 2017

Hello and welcome to the second Frightful Fridays! on its advertised day. I'm returning to the dragon well with this little fella, which likes to steal everything not nailed down and shove it all into its mouth. Of course, that leads to another plane where the dragon stores all its stolen goods.

I hope you enjoy the pilferer dragon (or making your players angry by having it rob them of all their valuables). See you next week with another monster. Thanks for reading!

Big Mouth (Su) A
pilferer dragon mouth opens to a pocket dimension where it stores its treasure.
When it succeeds at a steal combat maneuver, it can take a move action to stash
the stolen item in its mouth.

If the dragon dies, the portal to the dimension collapses,
cutting off access to the creature’s hoard.

Breath Weapon (Su)
A pilferer dragon can temporarily redirect its portal to an elemental plane,
allowing it to choose one of four possible breath weapons: 40-ft. line of acid
for 4d6 points of acid damage; 30-ft. cone of cold for 4d6 points of cold
damage; 40-ft. line of lightning for 4d6 points of electricity damage; or
30-ft. cone of fire for 4d6 points of fire damage. A successful DC 16 Reflex
save halves the damage. The dragon can use its breath weapon every 1d4 rounds.
The save DC is Constitution-based.

Chameleon (Su) A
pilferer dragon gains a +8 racial bonus on Stealth checks and can hide in plain
sight (as the ranger’s camouflage class feature). If the dragon’s background
changes drastically (such as from a grassy field to snow-covered ground), it
loses the benefits of this ability for 1 round.

Fast Stealth (Su)
A pilferer dragon can move at full speed using the Stealth skill without
penalty, as per the rogue talent.

Pilferer dragons are a strange evolutionary offshoot of
dragon which popped in areas where more massive and powerful dragons were hunted
to extinction. The resultant dragons are considerably weaker than their
forebears, but they compensate for their minute sizes and subsequent inability
to guard a massive hoard with an internal portal to a demi-plane. The dragons
store all their ill-gotten loot in their own personal demi-plane—at least sages
who have studied pilferer dragons have concluded there is no single plane where
all this treasure goes. In a spiteful bit of supernatural physiology, a
pilferer dragon’s portal deactivates when the dragon dies. Even if it were
returned to life, it loses access to the old hoard and must start a new one in
a different demi-plane. Because of this, pilferer dragons will offer to cough
something up for (or, at the very least, return stolen items to) creatures
presenting a credible threat.

Pilferer dragons enjoy working with each other and other
larcenous creatures, especially to pull of large heists. When working with
non-draconic creatures, the dragons take advantage of their nearly unparalleled
eye for a value’s worth to come out ahead when splitting the take.

Finished Playing Through:

Dr. Obscure is Running:

Downloads

Ratings System

A+Highest Excellence

AExcellent

A-Near Excellent

B+Very Good

BGood

B-Mostly Good

C+High Pass

CMerely Satisfactory

C-Barely Satisfactory

D+Nearly Satisfactory

DPoor

D-Very Poor

FFailure

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